Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Store Restocker 1.5.5Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Hulk! 1.4.8 Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Spell Merchants 1.6.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Possessor Bonus Class 1.7.4Donators/Buyers bonus! More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 28 / 46% |
Size | medium |
Lifes / Deaths | Killed by Poludhelraba the broken golem at level 23 on the 1st Haze 122nd year of Ascendancy at 13:12 1 / 6Killed by Urkis, the High Tempest at level 23 on the 26th Haze 122nd year of Ascendancy at 14:15 Killed by armoured skeleton warrior at level 25 on the 41st Haze 122nd year of Ascendancy at 19:56 Killed by armoured skeleton warrior at level 28 on the 61st Haze 122nd year of Ascendancy at 19:18 Killed by The Master at level 28 on the 61st Haze 122nd year of Ascendancy at 20:44 Killed by Tred at level 28 on the 61st Haze 122nd year of Ascendancy at 20:44 |
Antimagic | Follower |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 31 (base 14) |
Constitution | 40 (base 31) |
Magic | 16 (base 14) |
Willpower | 80 (base 57) |
Cunning | 42 (base 27) |
Resources
Life | 529/529 |
Equilibrium | 0 |
Psi | 200/200 |
Healing Factor | 1.3322297605397 |
Regeneration | 0.33305744013494 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 58 |
Accuracy | 53 |
Crit Chance | 19% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 53 |
Accuracy | 53 |
Crit Chance | 21% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Nature | +43% |
Acid | +15% |
Lightning | +15% |
Cold | +9% |
Mind | +27% |
Arcane | +6% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Lightning | +9% |
Cold | +5% |
Acid | +25% |
Mind | +15% |
Fire | +20% |
Defense: Base
Armour (hardiness) | 26 (60%) |
Defense | 29 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 47 |
Mental Save | 39 |
Defense: Resistances
Arcane | + 41%( 70%) |
Cold | + 42%( 70%) |
All | + 38%( 70%) |
Lightning | + 47%( 70%) |
Temporal | + 42%( 70%) |
Mind | + 40%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 68%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Stun Resistance | 47% |
Poison Resistance | 100% |
Blind Resistance | 65% |
Disarm Resistance | 27% |
Bleed Resistance | 100% |
Teleport Resistance | 47% |
Pinning Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 27% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 537% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Mucus | 2.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved spell save by +12. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 144. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Belymaldil the Flamespiker (0 def, 1 armour) Belymaldil the Flamespiker (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Mag +1 Con ----- def ----- Armour +1 Fatigue -4% Resists +5% arcane +3% fire Crit.dmg- 10.00% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Light source | Zerenik the Growthquench Zerenik the Growthquench2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Resists +3% mind +9% fire Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
On hands | drakeskin leather gloves 'Huridan' (10 def, 3 armour) drakeskin leather gloves 'Huridan' (10 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.pwr +25 (+9 eff.) Dmg.mod +12% mind Res.pen +15% mind Acc +23 (+7 eff.) ----- def ----- Armour +3 Defense +10 (+5 eff.) ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Malonarihir the Squalorstriker [power 79] (14/25 cooldown) Malonarihir the Squalorstriker [power 79] (14/25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature Res.pen +20% fire Melee Ret 8 nature ----- def ----- Resists +6% darkness +15% fire Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Zubydhelle the steel ring Zubydhelle the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +6% temporal +22% fire Max.HP +40.00 Cut- +20% Stun/Frz- +20% Teleport- +20% Rings make your fingers look great! |
On fingers | Lisarinne the Glaciervault Lisarinne the Glaciervault0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% cold Res.pen +5% acid +5% cold Melee Ret 4 acid 4 darkness On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | Fograin Fograin0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +20% acid On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Heal.mod +11% Cut- +50% ---------- misc Hate/m.crit +5.00 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 299 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Around waist | Emblem of Evasion Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 160.85 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | Gutha the linen cloak (1 def, 0 armour) Gutha the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Spell.crit +1% Phys.pwr +1 (+1 eff.) Spell.pwr +5 (+3 eff.) S.pwr/crit +4 Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Spell.save +12 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
heroism infusion of the wizard (die at -302; dur 8; cd 30) heroism infusion of the wizard (die at -302; dur 8; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -302 life. The duration and life will increase by 1% for every 1% life you have lost (currently 302 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
arcing stralite dagger of crippling (31-40 power, 9 apr) arcing stralite dagger of crippling (31-40 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 31.0 - 40.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
stralite greatmaul (58-87 power, 3 apr) stralite greatmaul (58-87 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Normal] Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
gifted vined mindstar of clarity (5-6 power, 18 apr, mind damage) gifted vined mindstar of clarity (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty reinforced leather sling of true flight mighty reinforced leather sling of true flight4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +4 Str dps ---------- Phys.crit +8.0% Phys.pwr +5 (+2 eff.) Acc +8 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
ranger's reinforced leather sling of cunning (+3) ranger's reinforced leather sling of cunning (+3)4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +3 Dex +4 Cun dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
elven-wood starstaff (25-30 power, 5 apr, physical element) elven-wood starstaff (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite waraxe (32-46 power, 5 apr) stralite waraxe (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Normal] Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring hardened leather belt of shielding blurring hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +16 (+8 eff.) Stealth +7 Create a temporary shield that absorbs 224 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
rough leather belt 'Sleetrain' rough leather belt 'Sleetrain'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Resists +3% acid +2% physical +3% temporal Die.at -40.00 life HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+7 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
silk robe of life (0 def, 0 armour) silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +15% blight +13% all Max.HP +60.00 HP.reg +1.50 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of disengagement (0 def, 1 armour) pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +1 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 79.08 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
brawler's rough leather gloves of dexterity (+3) (0 def, 1 armour) brawler's rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Str +5 Dex +3 Cun dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of archery (0 def, 3 armour) voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) Apr +9 ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Eclipseclamor the rough leather armour (3 def, 2 armour) Eclipseclamor the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% darkness Res.pen +10% light ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% light Max.HP +30.00 HP.reg +3.90 Heal.mod +11% A suit of armour made of leather. |
quiver of elven-wood arrows of annihilation (21/21, 54-76 power, 26 apr) quiver of elven-wood arrows of annihilation (21/21, 54-76 power, 26 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Master Power 54.5 - 76.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +26 Crit +14.5% Capacity 21 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of wind (19/19, 40-57 power, 14 apr) quiver of elven-wood arrows of wind (19/19, 40-57 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature Power 40.5 - 56.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage Arrows are used with bows to pierce your foes to death. |
275 alchemist agate 275 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
stralite torque of psionic shield [power 107] (14/25 cooldown) stralite torque of psionic shield [power 107] (14/25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 107 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of summon tentacle 'Hailidol' [power 325] (14/25 cooldown) elven-wood totem of summon tentacle 'Hailidol' [power 325] (14/25 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% mind Res.pen +25% cold ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Max.hate +4.00 Max.psi +50.00 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 888 Base Damage: 368 Armor: 30 All Resist: 22 Puts all charms on 25 cooldown 100% to heal for 61. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elven-wood wand of lightning storm 'Pitchking' [power 368] (14/15 cooldown) elven-wood wand of lightning storm 'Pitchking' [power 368] (14/15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +18% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Crit.dmg- 15.00% ---------- misc Light +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 84 lightning damage and will be dazed for 1 turn (423 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elven-wood wand of shielding [power 374] (14/20 cooldown) extending elven-wood wand of shielding [power 374] (14/20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 374 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tred the Cornac Oozemancer level 19
21st Dusk 122nd year of Ascendancy at 05:41 see stats
By Tred the Cornac Oozemancer level 26
55th Haze 122nd year of Ascendancy at 00:16 see stats
By Tred the Cornac Oozemancer level 23
46th Dusk 122nd year of Ascendancy at 06:58 see stats
By Tred the Cornac Oozemancer level 10
6th Mirth 122nd year of Ascendancy at 12:53 see stats
By Tred the Cornac Oozemancer level 20
30th Dusk 122nd year of Ascendancy at 06:56 see stats
By Tred the Cornac Oozemancer level 23
72nd Dusk 122nd year of Ascendancy at 16:22 see stats
By Tred the Cornac Oozemancer level 16
13rd Dusk 122nd year of Ascendancy at 08:09 see stats
By Tred the Cornac Oozemancer level 28
61st Haze 122nd year of Ascendancy at 20:44 see stats
Log
Tred uses Slime Spit.
Tred uses Slime Spit.
Tred's mucus ooze uses Slime Spit.
Lord of Skulls (warrior) slows down.
Tred's mucus ooze hits Lord of Skulls (warrior) for 2 nature damage.
Ghoul performs a diseased attack against Tred.
Ghoul misses Tred.
The Master slows down.
Ghast speeds down outside of the retch.
Spydric Poison from Tred hits Ghast for 6 nature damage.
Poison from Tred hits Ghast for 0 nature damage.
Poison from Tred hits Ghast for 4 nature damage.
Tred's Slime Spit hits The Master for 162 nature damage.
Tred shares damage with his oozes!
Ghast hits Tred for 6 physical damage.
Melee retaliation hits Ghast for 14 acid, 0 darkness, 1 nature, 1 acid, 0 nature, 2 nature (18 total damage).
Ghast slows down.
Tred's Slime Spit hits Ghast for 14 nature damage.
Something hits Bloated ooze for 16 physical damage.
The Master casts Manathrust.
Something killed Bloated ooze!
Tred shares damage with his oozes!
The Master hits Tred for 26 arcane damage.
Tred the level 28 cornac oozemancer was imploded to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
The Master killed Tred!
Saving game...
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!